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[Updated][Winter] Missile Rebalance 2.0 + Hurricane tweak

First post First post First post
Author
Daichi Yamato
Jabbersnarks and Wonderglass
#5101 - 2012-10-23 09:53:44 UTC
Opertone wrote:


Anything that goes 1m/s faster than explosion velocity speed tanks, HULK sure moves faster than 70 m/s (untrained). Torp's explosion velocities near Mining Barge velocity.


nah, look up the equation...

http://wiki.eveuniversity.org/Missile_Damage

going slower than explosion velocity means that it may take more damage. but the targets sig and drf is taken into account. and basing it on an untrained tech 2 missile is just silly. rage torps have an explosion velocity of over 100m/s when trained. this is much faster than a hulk. trust me, its just the sig that kills torp damage on hulks.

also, many skills remain useful after training minmatar because minmataar have to train everything to fly well. shields, armour, turrets, missiles and drones.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Jorma Morkkis
State War Academy
Caldari State
#5102 - 2012-10-23 10:08:46 UTC
Sigras wrote:
Noemi Nagano wrote:
The point is (just because you dont seem to get it, again and again!), Gallentean pilots would not be happy if they had no working PvP medium and large hull ship with hybrids.

Gallentean pilots dont have any working medium and large hulls with hybrids . . . Shocked

EDIT:
Ok, maybe the Talos . . . but really thats it . . . including serpentis faction ships . . . none of them can ever get in range . . . ever!


There's no working rail platform for Gallente in medium and large hulls.
A lot of working blaster platforms though, but they only work in small gangs and very specific situations.
Bouh Revetoile
In Wreck we thrust
#5103 - 2012-10-23 10:22:22 UTC
Noemi, There could be absolutely no other missile system, that would not be a reason not to balance HML against other medium size long range platform.
Ajunta Pal
Sith Wannabies Annonymous
#5104 - 2012-10-23 10:41:30 UTC
You do all realize that the HML system used to be the only medium missile system right? And thats its current "balance" was based on that. It had to fill the role of both long and short range.

Missile systems were originally balanced as long range slow firing small target hitting and short range fast firing large target hitting. With the HML being the only system at the time they put it in the middle and used T2 ammo to change its role between the two. Then they released the HAMLs and made some changes to HML (not enough to change its do all role though)

As for the changes that are listed, I don't think the range nerf or base damage nerf are uncalled for. However, having to equip rigs or implants to make your weapons hit in class is not appropriate (for ANY weapon system).

To balance small target hitting I would scrap the current explosion velocity and explosion radius and create "Missile Tracking" and use a "Missile Sensor Strength". "Missile Tracking" would work similarly to turret tracking, if the small ship is moving around too fast the missile won't be able to hit it. "Missile Sensor Strength" would work similarly to Turret Signature Resolution.

You would end up getting the "crappy" hits, the misses, and you should also get the critical hits.

Yes, this would mean they would work the same, but with flight time. Right now missiles are popular because they have consistent and predictable damage (especially in PvE) and have "some" damage application at any range they can hit at.
Bouh Revetoile
In Wreck we thrust
#5105 - 2012-10-23 11:13:32 UTC
Ajunta Pal wrote:
However, having to equip rigs or implants to make your weapons hit in class is not appropriate (for ANY weapon system).

Cool, because it won't be the case (and it isn't with HML).

And no, HML are not OP because they are the only working missile system, they are OP because of their inherent stats and position in the missile hierarchy. They don't *have to fill* the role of all the others, they just fill it. For the others to live, you first need to "kill" HML and put them to their place.
Jorma Morkkis
State War Academy
Caldari State
#5106 - 2012-10-23 11:23:30 UTC  |  Edited by: Jorma Morkkis
Ajunta Pal wrote:
As for the changes that are listed, I don't think the range nerf or base damage nerf are uncalled for. However, having to equip rigs or implants to make your weapons hit in class is not appropriate (for ANY weapon system).


Like for example armor Harbinger:

Low slots:
Tank/damage/TEs
2/2/2
or
3/2/1
or maybe
3/3/0 and sacrifice one of my utility med slots for TC?
Subtlty
Doomheim
#5107 - 2012-10-23 12:50:30 UTC
I don't have much input, other then expressing my relief that the 20% nerf to HML DMG was changed to 10%. 20% dmg nerf to HML was too much. As for the rest of the changes, range, explosion velocity, ect., I think is spot on. great job so far.
Noemi Nagano
Perkone
Caldari State
#5108 - 2012-10-23 13:27:07 UTC
Bouh Revetoile wrote:
Ajunta Pal wrote:
However, having to equip rigs or implants to make your weapons hit in class is not appropriate (for ANY weapon system).

Cool, because it won't be the case (and it isn't with HML).

And no, HML are not OP because they are the only working missile system, they are OP because of their inherent stats and position in the missile hierarchy. They don't *have to fill* the role of all the others, they just fill it. For the others to live, you first need to "kill" HML and put them to their place.


Inherent stats you say? A few pages before I pointed out how HML in a Drake have less damage than medium long range turrets, if all ships fit 2 damage mods. How can you really come up with inherent stats?

I agree with you if you argue with reasonable in game stuff:

- in game, HML are stronger than med lr turrets in a range from 35km til max range of missiles.

So a Caldari missile ship (Drake/HML) is the winner there. If you compare long range large, short range large and short range medium Caldari missile doesnt play a first role (if it plays a role at all).

thats what *I* call balance. In one its good, in others its not. If you want to break that up because you feel like in medium long range turrets should have the edge - fine. But then give missiles another role where they shine. Or dont claim any more you want *balance*, because its obvious then that you dont want that, but just domination for turrets everywhere :)

So it comes down to this:

1) There are 2 ways, really. Either let missiles shine in some things and be crappy in other, and turrets vice versa. Or make all the same in efficiency.

2) I dont see the patch is doing either of those 2.

I see some people here who disagree with the 2) - thats ok, we all cant know for sure.

But for all those who disagree with 1) ... tell what *you* want.
Jorma Morkkis
State War Academy
Caldari State
#5109 - 2012-10-23 14:00:34 UTC
Noemi Nagano wrote:
A few pages before I pointed out how HML in a Drake have less damage than medium long range turrets, if all ships fit 2 damage mods.


HBL Harbinger does more damage with IN Xray than HML Drake does with Furies.

That's if that Harbinger can track its target. Do you know what tracking speed means? Do you know how to calculate effective tracking speed?

Oh and that is:
22 km for Harbinger
73 km for Drake
Bouh Revetoile
In Wreck we thrust
#5110 - 2012-10-23 14:30:12 UTC  |  Edited by: Bouh Revetoile
You keep saying turrets have a dps advantage at short range, though this advantage is LOW. About 10%. And you keep ignoring long range turret tracking at this range. Considering damage application, Drake dps may very well be MORE than the turrets.

And you keep ignoring the 40% dps advantage at range. And your only solution is different range ammo ? So missiles are more like turrets ?

Let me tell you your idea of balance is bad. Balance is not one thing OP somewhere, and another OP somewhere else.

Balance is turret have better damage at short range but less damage application whereas missiles have better damage at long range with more damage application (and missiles do have better damage application when you consider long range turrets).

Missiles != turrets.

PS : HML shines at long range, but today's HML shine also at long short range.
Lallante
Blue Republic
RvB - BLUE Republic
#5111 - 2012-10-23 14:51:36 UTC
Arguing that long range turrets have more dps at close range than HMLs is like arguing that a damnation does more dps than a vulture.

That's not what they are for, and not what they should be balanced around.
Bouh Revetoile
In Wreck we thrust
#5112 - 2012-10-23 14:56:44 UTC
Lallante wrote:
Arguing that long range turrets have more dps at close range than HMLs is like arguing that a damnation does more dps than a vulture.

That's not what they are for, and not what they should be balanced around.

And yet, that's all long range turrets have against long range missiles, this and instant damage application.
Lili Lu
#5113 - 2012-10-23 15:37:13 UTC  |  Edited by: Lili Lu
Ajunta Pal wrote:
You do all realize that the HML system used to be the only medium missile system right? And thats its current "balance" was based on that. It had to fill the role of both long and short range.

Missile systems were originally balanced as long range slow firing small target hitting and short range fast firing large target hitting. With the HML being the only system at the time they put it in the middle and used T2 ammo to change its role between the two. Then they released the HAMLs and made some changes to HML (not enough to change its do all role though)

As for the changes that are listed, I don't think the range nerf or base damage nerf are uncalled for. However, having to equip rigs or implants to make your weapons hit in class is not appropriate (for ANY weapon system).

To balance small target hitting I would scrap the current explosion velocity and explosion radius and create "Missile Tracking" and use a "Missile Sensor Strength". "Missile Tracking" would work similarly to turret tracking, if the small ship is moving around too fast the missile won't be able to hit it. "Missile Sensor Strength" would work similarly to Turret Signature Resolution.

You would end up getting the "crappy" hits, the misses, and you should also get the critical hits.

Yes, this would mean they would work the same, but with flight time. Right now missiles are popular because they have consistent and predictable damage (especially in PvE) and have "some" damage application at any range they can hit at.


Gave you your first like. Not because I agree with your suggestions, but because I appreciated your examination of the historical development of HMs in the game. Smile

I don't like your missile tracking idea. Talk about homogenizing the game. That would. Also, people, missile users, focus too much on rigor rigs or whatever you were referring to. Noone should be shooting a cruise missile at a frig. Unless that is the only weapon he has with sufficient range. Any frig that gets close is for your drones, neuts, webs, or all those to take care of. Drone control range is about 45-60km. That is also about where long range turrets start having tracking problems. But within that range your drones et al are what should be fit to take care of that threat.

Anyway, the TC/TE/TD changes were what was going to address the rigor rig phenom. It will probably free up rig slots. Amazing that some missile users didn't notice that. They could only focus on the HM damage nerf and not all the other changes that were adjusting how their missiles would operate. Those were on balance favorable despite a weak 10% damage nerf and a new susceptibility to ewar that turrets have lived with for many years.

But anyway, good post, as I said, because of the reminder to us all of the historical aspect of this game. If it was going to be designed from scratch CCP would probably have created so many things differently. But that is not realistic and all the changes are constrained and affected by what has gone before. Smile
Aglais
Ice-Storm
#5114 - 2012-10-23 15:51:40 UTC
And then everyone again forgot the HAM buff which will keep Drakes in the game at shorter ranges and also produce actually effective Caracals. And also Sacrilege buff.
Darak Tar
University of Caille
Gallente Federation
#5115 - 2012-10-23 16:04:30 UTC
Aglais wrote:
And then everyone again forgot the HAM buff which will keep Drakes in the game at shorter ranges and also produce actually effective Caracals. And also Sacrilege buff.


I am looking forward to my Sacrilege being useful again!

I'm actually not sure how this will effect my Tengu though.

510 DPS at 99KM Range currently.. I'm guessing that will drop to something like 300DPS and 50KM range?
MIrple
Black Sheep Down
Tactical Narcotics Team
#5116 - 2012-10-23 16:12:43 UTC
Darak Tar wrote:
Aglais wrote:
And then everyone again forgot the HAM buff which will keep Drakes in the game at shorter ranges and also produce actually effective Caracals. And also Sacrilege buff.


I am looking forward to my Sacrilege being useful again!

I'm actually not sure how this will effect my Tengu though.

510 DPS at 99KM Range currently.. I'm guessing that will drop to something like 300DPS and 50KM range?


Its a 10% reduction in damage and 25% range reduction so more like 459 DPS at 75k
Lili Lu
#5117 - 2012-10-23 16:16:19 UTC  |  Edited by: Lili Lu
Darak Tar wrote:
I am looking forward to my Sacrilege being useful again!

I'm actually not sure how this will effect my Tengu though.

510 DPS at 99KM Range currently.. I'm guessing that will drop to something like 300DPS and 50KM range?


What?

iirc, as this thread is now sooooo looooong, the nerf on HMs is 25% range and 10% damage. P

So with your baseline example, wouldn't that be something like 74km and 460 dps if fittings remained the same?

edit - damn was i really that distracted that it took me more than 4 minutes to post this and get beaten to the punch by MIrple Lol
MIrple
Black Sheep Down
Tactical Narcotics Team
#5118 - 2012-10-23 16:27:58 UTC
Lili Lu wrote:
Darak Tar wrote:
I am looking forward to my Sacrilege being useful again!

I'm actually not sure how this will effect my Tengu though.

510 DPS at 99KM Range currently.. I'm guessing that will drop to something like 300DPS and 50KM range?


What?

iirc, as this thread is now sooooo looooong, the nerf on HMs is 25% range and 10% damage. P

So with your baseline example, wouldn't that be something like 74km and 460 dps if fittings remained the same?

edit - damn was i really that distracted that it took me more than 4 minutes to post this and get beaten to the punch by MIrple Lol


Indeed. Also I guess simple math is hard for missile chuckers they have gotten to used to press F1 receive bacon.
Lili Lu
#5119 - 2012-10-23 16:33:44 UTC
MIrple wrote:
Indeed. Also I guess simple math is hard for missile chuckers they have gotten to used to press F1 receive bacon.


Oh sure, just try to derail this thread to bacon. Bacon is pretty tasty. But it would have to be some mighty fine bacon to succeed in that task. P
Aglais
Ice-Storm
#5120 - 2012-10-23 16:35:40 UTC
Seriously guys. HAMs are going to get easier to fit. If you want, try to put a few on your Tengus, too. Yeah, they'll have far less range. But you'll notice that you're doing obscene amounts of damage. And you've already still got some pretty good tank. Why not give it a try? It might not be that bad.